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2.
Introduction
• Team design thinking within a digital ecology framework is one of the
most rapidly developing areas in design methodologies.
– It is highly combined to digital evolutions of technology, society, corporate
ideas, and human values following to them.
• Team design thinking for the co-evolution that is backed up by digital
networks and their complexity, requires a holistic approach to the
three convergence phenomena ;
– the convergence of users and creators, the convergence of markets, and
firms, and lastly the convergence of devices, and services.
Team Meeting #7
@HCI Lab
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3.
Research Background
• How the gamification method brings benefits to the design thinking,
especially when we design future interactive devices, and services?
• There are three major key components for interaction design; users,
context, and behaviors.
– Who will use the devices, and services?
– In what context including cultural, social, relational, physical, and
temporal variables, are they going to use?
– Finally what will they do with the devices, and service?
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4.
Research Background
• Team design thinking or collaborative design thinking
– should merge both analytic and synthetic functions of cognitive
processes as a team, and it should build a design space, define design
problems, and finally deliver problem solving results.
• In this paper, we focus on two focal points of collaborative design
thinking
– “How it forms, and how it evolves.”
• In the process the “gamification” technique is adapted.
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5.
Design Process
Problem
definition
Problem
Solution
An Analytic sequence in which the
designer determines all of the elements
of the problem and specifies all of the
requirements that a successful design
solution must have.
A synthetic sequence in which the
various requirements are combined and
balanced against each other, yielding a
final plan to be carried into
production.
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11.
Collective Behaviors
• Collective memory
– has been defined as a reconstruction of the past that adapts images of
ancient facts to present beliefs (Halbwachs, 1992).
– more broadly, is part of a community’s “moral and intellectual framework”
(Schwartz, 2000: 8) and confers identity on individuals and groups alike
(Halbwachs, 1992). It is an active pursuit that allows “mnemonic
communities” to cohere and adapt (Misztal, 2003; Schwartz, 2000;
Wagner-Pacifici & Schwartz, 1991) and has been posited to be “a central,
if not the central, medium through which identities are constituted” (Olick
& Robbins, 1998: 133).
– Collective memory as an identity endurance.
Team Meeting #7
@HCI Lab
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12.
Methods : Gamification
•
The General Term
– Gamification has been widely used and adopted for service design [Gray, 2010;
Zichermann, 2011].
– It is an informal umbrella term for the use of game elements in non-gaming
systems to improve user experience(UX) and user engagement[Deterding,
2011].
– Gamification has been diversified its application areas from web, mobile, app
designs, and now to enterprise managements that utilize the techniques to
motivate, engage, and reward the firm participants for the better
performance[Kumar, 2013].
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13.
Methods : Gamification
• Motivation by Curiosity
– The research installed Manito game for the basic rule of the participation.
Manito game is a longitudinal hide-and-seek in a positive coupling. All
members in the group select their manito in the group secretly. Everyone
shadows their manito on campus and on social media. They used
Facebook, Blogs, and Pinterest for their social media sharing.
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14.
Methods : Gamification
• Engagement by Learning
– Weekly 33 participants have “Show & Tell” session about what they
observed, what they found, and what they designed for their secret
manito. While the show and tells, not only they learn about their manito
facts, but also they learn how other class mates observed, sketched, and
used social media, and get close to each other.
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@HCI Lab
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15.
Methods : Gamification
• Rewards of Intimacy
– As the participants belonged to three different faculties, environmental
design, fashion design, and digital media design, they heavily
communicated on social media. They visited each other’s pages, and
follow, like, comment, and were followed. They adopted such social
interaction as social rewards.
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16.
Methods : Gamification
•
Gift Economy
– Gift economy is a typical game that exchanges the expectation, and rewards. It has no
monetary exchange systems while it utilizes the self-accumulation of give and take of
emotion.
– In contrast to a market economy, social norms and custom govern gift exchange, rather
than an explicit exchange of goods or services for money or some other commodity
[Kranton, 1996].
– Digital open innovation has been discoursed in terms of self-efficacy, and intrinsic
motivation that would result iterative engagements in empathic situations. In this
research, we magnified the participants’ motivation and engagement in the perspective
of emotional capitals, so that it clarified the agents’ behavior in parametric terms to
measure the significant substances.
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23.
Data Collection
Table 2. Post Hoc Evaluation Survey Questions
Criteria
5 Likert Scale Evaluation
Product Story
Does it explain the use cases and users well?
Sketch
Does it reveal the product/services characteristics, forms, and use situations well?
Digital Design
Does it produce digital representations in excellent skills?
Product/Service Character
Does it visualize the characteristics of product/service effectively?
Idea Presentation
Does it logically explain the intension, process, and outputs of design well?
Product/Service Attractiveness
Does it achieve the attractiveness of product/service in a desirable manner?
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